elisaelli's page

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 58 posts (59 including aliases). 18 reviews. No lists. No wishlists. 5 Organized Play characters.



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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

"All four" is probably not the best way to describe it since there are many many more. Interesting that Amiri is focused on when we usually see more Valeros - but the returning home series was excellent and she/that story bind better into the godsrain storyline. Now I just have to remember to order it when it's not subscription and I can't preorder!


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Played this two weekends ago, had an absolute blast! Would recommend folk find a manor map vs doing TotM for the middle portion of the adventure.


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PossibleCabbage wrote:
James Jacobs wrote:
Brenden Falke wrote:
In a Song Of Silver (Hells Rebels 4), the Bleakbridge was officially renamed to the Silver Span. I see that in the players guide it is once again called the Bleakbridge? Did the heroes that liberated the city fall out of favour? Why would they reverse the name change?
That's an error. It should still be called "Silver Span" but, obviously, that's a bit of lore change that we've had a hard time keeping caught up on. (Fortunately, the location doesn't really play much of a role at all in the Adventure Path so that's not a big deal overall.)
Realistically, in the case of "a thing changed names" it's plausible that people will sometimes refer to that same thing using the old names. Like my local airport has two terminals whose names were changed in 2009, but I still think of them with the original names and Hell's Rebels was in 2015, IIRC so the people of Kintargo have had less time to adapt..

Mumble mumble it's the Sears Tower mumble mumble.


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Quinn, buddy, please close the case fast and get back in time for your date!


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The change to get rid of the previewed dwarven edict to destroy enemies, and the change to Lamashtu's for treating a mental illness, both kept the essence of dwarven society/Lamashtu while removing the ickyness. Very highly approve.


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Dire Mosasaur wrote:

Hi, I have a question about this scenario.

** spoiler omitted **...

They have no control over it, so similar to if they were confused or dominated, it really doesn't make sense to punish the players.


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And hopefully the last one I will have to write here.

Name of PC: Rogar
Class/Level: Barbarian / 16
Adventure: Against the Scarlet Triad
Catalyst: fell out of the sky. a really long way
Story: The party was excited to make their way through Finderplain. They heard the howls, but stopped to help people - made everyone come back to the central hall as with the magnificent mansion and another spell they could easily feed the entirety of the town. They did not recognize the illness of the gnome - who fled the hall as he transformed. They followed to dispatch as he seemed hazardous to others health. In the town square, they heard the howl - and many of them froze, terribly frightened and unable to move. The barbarian however was not frightened, took to flight and clashed with the wendigo in the air above the square. It slashed at him, leaving a huge claw gash across his chest and wrapping around his chest. He struggled with it, but both started rising wispily into the air. The rolls were abysmal, and the speed of flight prevented the party from following. A huge number of rolls were made - and his body was found half a mile out of town, fallen from a great height and splattered across the rocks and sand. He was reincarnated (as a azarketi in the desert yes that was also fun), and they swore revenge, following the wendigos out into the desert to a lair near the Pale Mountain.


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Name of PC: Sefi
Class/Level: Oracle/14
Adventure: Fires of the Haunted City
Catalyst: Accursed forge spurned, soul chain
Story: They found their way down to this hidden forge, fighting through the early opponents easily. Opening the door to the forge, they are met with a blast of stinging ash and soot - leaving 3/4 characters blind. They try to escape - but the oracle is hit critically with the soul chain, leaving him barely able to move. To prevent all of them from dying and no one finding out about these cultists, the cleric uses a wall of stone on the chamber before escaping up the stairs, leaving the oracle to her fate. Due to other issues, the cultists are able to leave the forge with the forge spurned, leaving the party to encounter them during the siege on the city to regain their friend's soul (rather than random undead encounters, I had waves of undead attack the city - they never found the issue with the walls so the walls went down in one section and we did most of the undead fights there, then they pursued back to the all temple).


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Name of PC: Dhakosk
Class/Level: Witch/14
Adventure: Fires of the Haunted City
Catalyst: sea serpent food
Story: The party was just going on a nice boating trip. A nice, easy boating trip where nothing bad could possibly happen. On a tiny tiny rowboat (that map though). But the sea serpents attacked! They circled the boat, where the cramped quarters made it hard for the group to protect their weakest points. The champion is swallowed but escapes. Now several people are in the water, making it harder to fight. The witch is swallowed and tries a spell to get out - but fails to cast the spell, losing all remaining air and starting to suffocate. They batter at the creature but are unable to take it down before he succumbs to the darkness.


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Name of PC: Calico, Victoria and companion Buddy
Class/Level: Swashbuckler/13, Inventor/13 and inventor companion
Adventure: Fires of the Haunted City
Catalyst: Purple worm food
Story: The party is cautiously making their way through the crystal caverns after one party member is nearly made into a carnivorous ooze. They misinterpret the worm sign though, and make their way into it's chamber. The companion is battered, and cleric and witch escape only due to opportunely cast freedom of movement. They start to move back, but the swashbuckler and then the inventor are swallowed. The companion keeps up trying to hit the creature, but is eventually battered into oblivion while the two inside are battered to death.

The next week, a new champion, fresh from the worldwound, comes to destroy the evil worm, only to have the body of their previous PC spat at them as a ranged attack. She was not amused, and much smiting occurred as vengeance was wrought.


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Name of PC: Gemma and companion Ursina
Class/Level: Champion / 12
Adventure: Tomorrow Must Burn
Catalyst: Bleeding damage, interlocuter
Story: The party had followed the scarlet triad back to the quarry. Wary after a very nasty fight with the lich, they had subdued the shadow giant and made friends with him. They snuck through to take out the caster, not giving him time to manifest his chess friends. Immediately afterwards, they go through into the final chamber. Their shadow giant friend stays outside as they haven't yet gotten rid of the ice devil (long story, basically they couldn't do any damage to it on the hill so had it leave after 10 rounds). Laslunn triggers the flood gates, and one PC runs outside to get the people out of the pits (his parents were among the prisoners). In the middle of a hail of bow fire as the twins are still around. The remaining three take on the interlocuter and Laslunn. She remains mobile, fast shot arrows striking the slowed crew. The champion Gemma and her mount Ursina are cornered by the interlocuter while the bard and swashbuckler struggle through to Laslunn. The champion and her mount are slashed, stabbed, and rended repeatedly as everyone else struggles mightily. The prisoners are freed and a wall of wind prevents the archers from usefulness. The shadow giant falls against the ice devil. The witch comes back to crush the ice devil. In the cave, Ursina falls, bleeding from a thousand cuts. Gemma struggles to her feet, only to meet the blade with her neck. The swashbuckler stabs Laslunn through the back and turns with the bard to celebrate with their friends - to see a deep pool of blood, the champion's body fallen over her faithful bear.


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Name of PC: Pox
Class/Level: Alchemist/9
Adventure: Tomorrow Must Burn (sort of)
Catalyst: Phantasmal Killer
Story: Having survived the Mwangi jungle and Taldane jerks, the goblin alchemist Pox was looking forward to experimenting with the barrels of gunpowder they had absconded with. Alas, it was not to be. During a long struggle against the coven (modified), Pox rolled a barrel of gunpowder down toward them, exploding it to great effect and leaving them barely standing. One pointed a long claw at him, and horror struck his face. Nat 1 on a will save. The barghest that ate so many of his friends came to him in the shadows. Two fort save fails (hero pointed). And he faded into the black as his mind failed.


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Coming up on the end of our adventure (they're level 19 now!), and realized I forgot to add these.

Name of PC: Laki and Brogo
Class/Level: Ranger/7 and Fighter/7
Adventure: Cult of Cinders
Catalyst: dragon statue petrification trap
Story: The players, masters of subterfuge and friends to all, conquered the mine with extremely good diplomacy and deception rolls, and a smattering of midnight vrock murders. Their new friends told them about the fortress to the south, where they regularly delivered the gold, and as a group they decided to travel forth - only having actually dismantled a single dragon statue. The petrification statue has been allowed to continue down the river with the brothers - after they were relieved of their firearms and gunpowder. So the group comes up to the fortress, disguised as cultists bringing the gold in. They get in - and a single player wanders off, into the center sanctum, setting off the dahak trap and bringing the whole damn fortress down on their heads. They race to escape, plunging through the multicolored lights - and two statues are seen, one caught in mid-run, the other, who had been flying, plummeting out of the sky to crash into the jungle floor. The remainder, bloodied and golem-cursed, struggle into the jungle.


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The pdfs are sold by Paizo, not Foundry. I'm just happy they actually did journal entries, I absolutely do not want to have to poorly fiddle with copying from the pdf to get a usable game.


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I feel like Skywatch was rather done dirty so skipping that section entirely to just not be disappointing. They mention the portal network under the ice so might have them come back from castrovel that way and then the dreams urge them to the spirits.


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Expecting skitters, I read that as "the Swarm, a species of adorable, buglike aliens that devour everything in their path!" And had to do a double take.


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Puns are truly brainless. I angrily look forward to going ahead with the follow up scenario.


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I like having the +++/- and fixed ++ in the ancestry pages for the same reason I like the write ups and sample names - I sadly don't live on Golarion and it's interesting to know what people might expect of my character and it aids in my characterization and roleplay of the character. I absolutely would be annoyed if paizo went the route of just saying two fixed boosts and no longer printing the other options, and I agree that mechanically the +++- is more interesting - all but one of my PCs to date has used that array. Like many others, it's not about the new options which I find great and will also utilize, it's about having the whole buffet of possibilities.


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CorvusMask wrote:
I need help with this: on page 204, what does word "adel" mean in this context? I'm pretty proud of my understanding of English language, but this book has couple words I've never heard before and this one I don't fully get even with googling what its supposed to mean x'D

It's a type of flat boat with fabric sides and top where you can open and close the sides to provide privacy or allow wind in. Think pleasure cruise boat, with cloth windows that can be raised or lowered.


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I have had the same problem for the last 4 months. Attempts with customer service to fix it only resulted in cancelling and resubbing subscriptions which screwed up several orders (some months old) and led to missing out on PDFs for several releases in addition to the missing paizo advantage scenarios. The Starfinder Adventure subscription hasn't been working for counting toward this since it came out (and I subbed almost immediately), and it's ridiculous that it's not fixed yet.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The Starfinder Adventures subscription is completely messed up and doesn't seem to be working for pretty much anything. Definitely email.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Current method of posting everywhere plus sending emails until you've made enough of a nuisance seems the most useful. Nice to see you too Steve!


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Lanathar wrote:
For anyone who has played this - what is the run time?

If you are running with players who are pf2 savvy or who you pre-print all the abilities that are very much glossed over in the stat blocks, it takes about 3-3.5 hours with moderate levels of roleplay. Add several hours for brand new folk because things like damage from rage are not written in and you'll have to figure it out, plus the normal telling them how the rules work with actions and reactions and such.


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One year of maternity leave wow!!

But seriously she's wonderful, I like older adventurers who are doing second career / sometimes midlife crises. Can't wait to see her next exploits.

Horizon Hunters

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Name of PC: Milo + Lysander + Julius + Ignir + fiery leopard + 2 wargs (Lily and Rose)
Class/Level:4/Wizard 4/Fighter 4/Paladin 4/Cleric, one animal companion, two wargs
Adventure: Hellknight Hill
Catalyst:Ralldar
Story: The party heard of the "goblin god" living in the caves from the bramblebrasher goblins. They easily dispatched the half orc/hobgoblins before venturing into the cave. Going deep, they came upon a lone goblin on a throne, who saw them and demanded tribute. The fighter said he would bring him something...then swung at the goblin when he got close. The goblin swelled into a large creature (PCs thought it was a werewolf goblin), then proceeded to tear apart the fighter. The paladin jumped in, but was hit with a confusion spell and started swinging wildly. The fighter was healed several times, but did poorly against the poison. Several chaura-ka (added due to part size, did not change threat level) attacked and had a pitched fight against the wargs. The wargs happily swallowed them...then were ripped apart from inside with critical hits. The chaura-ka dispatch the fiery leopard as well, and start on the paladin. Ralldar stepped around the paladin, and rips through the wizard in one hit. The cleric yells for the ranger and bard to run, and blocks the door while they finish off the chaura-ka. The cleric goes down just after the paladin, and a badly damaged Ralldar faces off against the last two party members. The ranger damages him almost to death and he goes invisible and runs off, but they do not think they can win by themselves. Dejected, they bring the bodies down to Breachill.


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So I have already nabbed the barracks and warg pen improvements that others have created for the citadel. I'm going to adapt the warg pen for a separate goblin dog enclosure. Does anyone else have custom citadel improvements? My party is keeping a huge portion of the creatures from the top floor, plus the kobolds, so I'm trying to figure out custom costs. Ideas they've mentioned so far...

1. Graveshell moat
2. Giant rat sty
3. Giant bat mews
4. Bee hive boxes
5. Goblin art gallery